Android Annotations framework is not generating anything - android-annotations

I am trying to use Android annotations in Android studio.
In my libs folder in my project , I'm putting "androidannotations-api-3.3.2.jar"
(not using gradle for annotation library)
Thought ,there was not any compilation issue,I could not find the generated _ files for my Activity.
In AndroidMenifest.xml also
"MainActivity_" is not able to resolved.

Related

Where to find worklight.plist?

I'm using this URL to implement the App authenticity for iOS.
https://developer.ibm.com/mobilefirstplatform/documentation/getting-started-6-3/authentication-security/application-authenticity-protection/application-authenticity-protection-native-ios/
However, I need to know where to find the worklight.plist to make sure that the applicationId is matching what i'm putting in the application-descriptor.xml.
The worklight.plist file is available only after building the MobileFirst application using the MobileFirst Studio Eclipse plug-in (or CLI commandline tool).
For Hybrid applications,
You can then find the worklight.plist file in the your-project\apps\your-app\iphone\native folder.
For Native applications,
You need to only generate the NativeAPI for iOS and it'll be located in the generated folder, in your-project\apps\your-nativeapi\WorklightAPI folder. You then need to follow the native apps tutorial to copy over this (and more) files to the Xcode project.
Thank you,
I have found it after building the project inside the native folder.

iOS 8 custom framework linking issues

I'm having issues linking to my custom iOS framework which make me realize I don't fully understand the concepts behind this process.
Basically I have a framework project created using the new Cocoa Touch Framework template, and a client project that uses the framework. If I add the framework xcodeproj file to the client project everything works fine. But if I have the 2 projects side-by-side in a workspace I can't get the client project to recognize the framework. I've tried adding it as a link binary but it displays in red, and I've tried adding the header #import statement (which produces the error "unable to build module").
I'm unclear what files the framework should produce as output and where it should put them (I can't find any), and what is needed for the client project to recognize them. Does the OS (or simulator) take care of locating them or does the client have to reference a specific location? Why (and how) does it work when the xcodeproj file is included in the client?
Thanks

Xamarin Studio Starter: Why am I getting native library reference error on build without native libraries?

I've been playing around with the Starter Edition of Xamarin Studio to determine if it will meet my needs. I understand (so I thought) the limitations of this edition; 32K compiled IL limit, no native libraries, etc. Now, I understand native libraries to be C/C++ libraries, or even native Java libraries. This does not seem to be the case.
I have a solution in Xamarin Studio with 2 projects. One is an Android Class Library, the other is an Android Application. When I reference the class library from the application project and build, I get the following error.
Your app references native libraries. This functionality requires Indie Edition or higher.
I beg to differ! Every .cs file in the referenced Android class library project is simple .NET code. What am I missing? I can successfully run the Tasky Android_Starter solution without issue, and it is made up of 2 projects like mine.
I had to delete the Resources folder and manually edit the Android class library project file in order to get this working. I looked at the Tasky sample's project file as a reference.
After deleting the auto-included Resources folder from the project, edit the .csproj file in a text editor to remove the following XML elements:
Project\ProjectGroup\AndroidResgenFile
Project\ProjectGroup\AndroidResgenClass
With those things taken care of, I no longer get the error. I'm guessing, Xamarin Studio thought I was referencing another Android application instead of a class library. Not sure why the default project template includes things to break such a flow, but perhaps I'm not "doing" right" either. Go figure.
Deleting the Resources folder and manually editing the csproj file didn't work for me. I had to create a new C# Library project instead of creating an Android Library Project and import my .cs files into that. After that it compiled and ran fine.

Unity: resources.bundle isn't added to xcode

I used to copy/paste my IOS plugin files inside Plugins/IOS folder on my Unity project, but it doesn't work for bundles (as it has directory structure).
I can't beleave there is no way to generate xcode project from unity with .bundle inside?
Any help appreciated
Unity3D will not contains folders in the Plugins/iOS to Xcode project. In fact Unity3D will only auto merge source file and .a library for you, as described by Unity3D's doc:
Automated plugin integration Unity iOS supports automated plugin
integration in a limited way. All files with extensions
.a,.m,.mm,.c,.cpp located in the Assets/Plugins/iOS folder will be
merged into the generated Xcode project automatically. However,
merging is done by symlinking files from Assets/Plugins/iOS to the
final destination, which might affect some workflows. The .h files are
not included in the Xcode project tree, but they appear on the
destination file system, thus allowing compilation of .m/.mm/.c/.cpp
files.
Note: subfolders are currently not supported.
But you can use the PostprocessBuildPlayer attribute to implement this yourself. I made a tool for this purpose called XUPorter, which can make exporting and libraries setting easier from Unity3D to Xcode. You may want to see it on GitHub. There is a demo in the package and you may set your bundle under the 'folders' tag.

zxing on Blackberry below 6.0

I was integrating the barcode scanner app for blackberry using zxing. I am able to create cod file using the build.xml(provided with the zxing package on google code) via command line. But when I add the complete code to a project and build it using eclipse it gives me error as javame module not found. So I have added the javame.jar to the project properties export section(Clicked the javame.jar checkbox). But then I am unable to launch the application. It gives packaging application failed.
Do I need to only build it with the ant or is there a possible way where I can incorporate the zxing package inside my application.
Thanks
Just add the source package to your application instead - don't use a compiled library. I seem to remember there's a single line that needs editing on BlackBerry (something to do with deleting the image taken by the camera, if it throws an exception just comment it out)

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